veloren/assets/voxygen/shaders/terrain-frag.glsl
2020-04-04 02:32:39 +02:00

69 lines
2.6 KiB
GLSL

#version 330 core
#include <globals.glsl>
in vec3 f_pos;
flat in uint f_pos_norm;
in vec3 f_col;
in float f_light;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
void main() {
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u];
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
vec3 surf_color = /*srgb_to_linear*/(f_col);
vec3 k_a = 0.5 * surf_color;
vec3 k_d = 0.5 * surf_color;
vec3 k_s = 0.5 * surf_color;
float alpha = 2.0;
vec3 emitted_light, reflected_light;
float point_shadow = shadow_at(f_pos, f_norm);
get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * f_light * point_shadow, k_d * f_light * point_shadow, k_s * f_light * point_shadow, alpha, emitted_light, reflected_light);
lights_at(f_pos, f_norm, cam_to_frag, k_a * f_light * point_shadow, k_d * f_light * point_shadow, k_s * f_light * point_shadow, alpha, emitted_light, reflected_light);
// float point_shadow = shadow_at(f_pos, f_norm);
// vec3 point_light = light_at(f_pos, f_norm);
// vec3 light, diffuse_light, ambient_light;
// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * f_light, k_d * f_light, k_s * f_light, alpha, emitted_light, reflected_light);
// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
// float point_shadow = shadow_at(f_pos, f_norm);
// diffuse_light *= f_light * point_shadow;
// ambient_light *= f_light * point_shadow;
// vec3 point_light = light_at(f_pos, f_norm);
// light += point_light;
// diffuse_light += point_light;
// reflected_light += point_light;
// reflected_light += light_reflection_factor(norm, cam_to_frag, , vec3 k_d, vec3 k_s, float alpha) {
// light_reflection_factorplight_reflection_factor
// vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
surf_color = illuminate(emitted_light, reflected_light);
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec4 clouds;
vec3 fog_color = get_sky_color(cam_to_frag, time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
vec3 color = surf_color;
// vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
tgt_color = vec4(color, 1.0);
}